hey 100Gping100 just to let you know; the blue color that u use on ur first post is just an eye killa and really a pain to read
thx again for ur nice job, UT3 isnt the same
hey 100Gping100 just to let you know; the blue color that u use on ur first post is just an eye killa and really a pain to read
thx again for ur nice job, UT3 isnt the same
Bad news, Epic can't give me the full .uc files of the post process nodes, so I can't make a new node for HDR. Seems I'll have to stick with the MaterialEffect node and a material.
Hm, it should be adapted with the map. The values that you set in the nodes are put together with the ones on the map and on Post Process Volumes. Maybe I'll make a node that will allow you to configure it for difrent maps lol
Also, I'll maybe release the HDR version this week.
I'll look into your problem and see what I can do about it
Also, I see you added INI Colour Tweak to your signature, thanks for spreading the word
Wow, some of the maps look truly amazing with these settings. However, I have noticed one issue. I don't know what to call it but, the "effect"(???) that gives certain maps certain color tones is gone now. Case in point: Torlan_Necris and PowerSurge/Suspense (and others). Although they are no longer gray, dull and boring, they are missing their respective orange and blue coloration - which I liked. :/ Do you think there's a way to re-enable them with this? Or is it something I did wrong? (Like putting the bloom on 0.05? :P)
Also, changing the Post Processing in the Settings menu makes no difference. o_O Perhaps this is the culprit?
Edit: Ok, putting the bloom on 0.2 made ZERO difference regarding the coloration of the map.
Edit again!: Perhaps another node needs to be added that includes something from the "EngineMaterials.DefaultScenePostProcess" that enables the coloration I'm talking about?
The answer is above. It will remove the arrows too, if I am not mistaken, I can't recall another way to do it and leave the arrows. I will look into your problem and see what I can do. Most probably I'll make a new node that will add the arrows but not the rest of the effects.
Spread the word my friend, and I would call it INI Color Tweak
OMG This is awesome!!! Since the game came out I've wanted something that would remove the STUPID bloom, blur and desaturation! I've tried different mutators and the "set postprocessvolume" settings in the console but, of course, they never worked online.
This is such a great find/whateveryouwanttocallit, Ping! Thank you!
I'm going to mess around with some of the color values though, as the ones in the OP make the game look too "yellow" for me. (No relation to Yellowbird who is mah friend that told me about this thread and whom I thanked in my previous post. :P)
OH! Also, I did have a small issue with the "replace all" thingy you suggested. I had removed the HORRIBLE red and distorted hit effect years ago from the ini file. I had replaced the "DefaultPostProcessName=FX_HitEffects.UTPostProces s" with "DefaultPostProcessName=EngineMaterials.DefaultSce nePostProcess" thus the "replace all" direction did not work. I'm surprised I even remembered that. Unfortunately, it is back and I need to remove it.
Do you think replacing "DefaultPostProcessName=FX_HitEffects.UTPostProces s" with "DefaultPostProcessName=EngineMaterials.DefaultSce nePostProcess" inside the package would work?
"If you don't want this indicator to show up when you're in game, just remove it." - This was a little vague to me. I still want the red directional arrows that show up, just not the whole screen turning red. And by "remove it" do you mean remove the whole node?
Just remove the Material node with the HitFX material in. Or if you're making a new one, don't put it into the sequence.
OMG This is awesome!!! Since the game came out I've wanted something that would remove the STUPID bloom, blur and desaturation! I've tried different mutators and the "set postprocessvolume" settings in the console but, of course, they never worked online.
This is such a great find/whateveryouwanttocallit, Ping! Thank you!
I'm going to mess around with some of the color values though, as the ones in the OP make the game look too "yellow" for me. (No relation to Yellowbird who is mah friend that told me about this thread and whom I thanked in my previous post. :P)
OH! Also, I did have a small issue with the "replace all" thingy you suggested. I had removed the HORRIBLE red and distorted hit effect years ago from the ini file. I had replaced the "DefaultPostProcessName=FX_HitEffects.UTPostProces s" with "DefaultPostProcessName=EngineMaterials.DefaultSce nePostProcess" thus the "replace all" direction did not work. I'm surprised I even remembered that. Unfortunately, it is back and I need to remove it.
Do you think replacing "DefaultPostProcessName=FX_HitEffects.UTPostProces s" with "DefaultPostProcessName=EngineMaterials.DefaultSce nePostProcess" inside the package would work?
"If you don't want this indicator to show up when you're in game, just remove it." - This was a little vague to me. I still want the red directional arrows that show up, just not the whole screen turning red. And by "remove it" do you mean remove the whole node?
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